
Designing for motivational immersive learning through narrative role-play scenarios
PROCEEDINGS
Lisa Gjedde, Aalborg University, Denmark
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, in Kona, Hawaii, United States Publisher: Association for the Advancement of Computing in Education (AACE), San Diego, CA
Abstract
With a high percentage of youth who drop-out from the educational system, there is a need for learning designs that can engage a broad spectrum of learners in meaningful learning activities that develop motivation, resilience and academic skills. Narrative game-based learning is an interactive approach to learning that involves students in collaborative, creative problem solving in meaningful contexts. A research project has studied how the entire curriculum for grade 8-10 was integrated in immersive role-play scenarios. Based on this a model was developed for learning through immersive simulations using role-play. The project has used a mixed-methods approach combining case-studies and surveys. This paper will present a pilot-study that indicates potentials for motivational learning design using this approach, and discuss how the method can be enhanced using digital media in combination with embodied immersive learning, and the implications for hybrid learning environments.
Citation
Gjedde, L. (2015). Designing for motivational immersive learning through narrative role-play scenarios. In Proceedings of E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 337-341). Kona, Hawaii, United States: Association for the Advancement of Computing in Education (AACE). Retrieved June 1, 2023 from https://www.learntechlib.org/primary/p/152030/.
© 2015 Association for the Advancement of Computing in Education (AACE)
Keywords
References
View References & Citations Map- Bellance, J, Brandt. R. (eds) (2010) 21st Century Skills: Rethinking How Students Learn.Leading Edge Bowman, Sarah (2010) Sarah Lynne Bowman. The functions of role-playing games: How participants create community, solve problems, and explore identity. Jefferson, NC: McFarland’
- Gjedde, L & Ingemann, B (2008). Researching Experiences. Cambridge Scholars Publishing. Cambridge. Gjedde, L: Inclusive curriculum design through narrative and imaginative interactive learning environments. In Engaging Imaginations and Developing Creativity in Education (2010) Cambridge Scholars Publishing
- Johnson, M. (2008) The Meaning of the Body. Chicago
- Keller, J.M. (1987). Development and use of the ARCS model of motivational design. Journal of Instructional Development, 10(3), 2–10.
- Keller, J.M. (1999)Motivation in cyberlearning environments. Educational Technology International, 1(1), 7–30.
- Keller, J.M. (2010). Motivational design for learning and performance: The ARCS model approach. New York, NY: Springer.
- Keller, J.M. (2008). An integrative theory of motivation, volition, and performance.Technology, Instruction, Cognition, and Learning, 6, 79-104.
- Lave, J & Wenger, E (1991). Situated learning: Le-gitimate peripheral participation. Cambridge: Cambridge University Press.
These references have been extracted automatically and may have some errors. Signed in users can suggest corrections to these mistakes.
Suggest Corrections to ReferencesSlides
- presentation_3069_47757.pdf (Access with Subscription)
- Designing for motivational immersive learning through narrative role-play.ppt.pdf (Access with Subscription)